Traits are special qualities of the character, which for some reason cannot be expressed through Attributes. They are usually either positive or negative. Each Trait comes with a “cost” in Points. Negative Cost means you get points back, to spend on other things.
Some of the positive Traits have negative effects as well and vice versa - the cost reflects this, and a negative cost simply means the negative aspects outweigh the positive.
Fill a circle for every point a positive Trait cost, or draw a minus in a circle for every point you got back from a negative trait. The character's Traits are written on the same lines as Backgrounds.
If the GM awards more points after a session, the player may use those to purchase new traits or buy off negative ones.
New negative traits may also be acquired during play. The character may have been left hard of hearing after a nearby explosion, or had an arm chewed off by something lurking in a swamp. Regardless of whether a negative trait is bought voluntarily or is a result of in-game events, points are always awarded.
The same goes for positive traits; they may be acquired during play and will the cost the player points.
In short, points are always awarded for new negative traits, and new positive traits always cost points.
This Trait negates penalties for using a non-dominant hand.
You look great. People are generally more inclined to like you at first glance, but on the other hand you're more likely to be recognized.
You know someone who might be able to help you out at times, if it's not too risky. Each such person is purchased as a separate Trait. The cost is determined by the skill and influence of your contact, and by the loyalty to you. Remember, however, that friendship is a two-way street.
You can rapidly memorize and instantly recall numbers, dates, short texts, faces, maps and such.
You are far less likely to lose your way, perhaps due to an intuitive sense of the cardinal directions or remarkable spatial recognition.
Not only do you know roughly what time it is, you are also able to calculate how long something should take. Examples include the time it takes for opponents to reload, how fast it is plausible to travel in a certain kind of terrain with a given type of vehicle and, of course, at what time one is likely to arrive at a given location.
In everything you do, there seems to be a small but crucial detail that you forget, or just mess up. Perhaps it's just bad luck. Either way, a roll with a Black 19 counts as a Black 20; you fail, regardless of all skill.
Choosing a dangerous option when there seems to be a less risky solution requires a Willpower Roll. Less risky options include surrendering, hiding, running away from the battle or just not jumping over that gaping chasm (at least not right now). If you Willpower is higher than 7, you may not take this Trait. It must be bought off before Willpower can be increased above 7.
Whether a result of a sheltered childhood, strictly non-violent moral standards or lacking courage, in each combat a Willpower-test must be passed before you are able to act. Each attempt takes one full Turn.
Impulses, rituals or tics. For example: kleptomania, obsessive cleanliness or coprolalia.
Everyone has them: Those dirty little secret that you'd rather not have anyone know about. Perhaps your family tree is just a little bit too tangled… Or maybe you've been a member of a secret cult that sacrificed live animals (or worse) to some dark god. A single point is highly embarrassing; -3p is something that you must keep a secret at all costs: threaten witnesses, steal evidence or murder if you have to.
Delusions range from fanaticism to paranoia or hypochondria - some can be quite imaginative. Remember, though, that what constitutes a “delusion” is relative to the culture one inhabits. The number of Points awarded, as usual, is in direct proportion to how inconveniencing the delusion is to the character. Examples: The firm belief that all water is toxic or that good always triumphs no matter the odds.
A day-job, a family to look after, a garden that must be tended to - whatever the reason, you cannot simply run off to distant adventures. There are arrangements that must be made first, and even then there may be uncomfortable side-effects to leaving.
Someone has it in for you. The number of Points you get from this one depends on how powerful the enemies are, and how far out of their way they would go to make trouble for you. A -1 enemy might try to mess with you if you happen to be in the same place, while a -3 enemy will go out of its way to try to destroy you in any way possible.
There are no disadvantages of this Trait. None whatsoever, it's a free Point. Trust me.
Each missing (or disabled) limb is a -2 to all Grappling rolls. This Trait must be bought off before a replacement limb begins to function properly.
You cannot speak or produce any audible sounds using your mouth, not even whispering. Acting and Speaking rolls are limited to writing or using your hands.
You have an irrational fear of something. Example include fear of confined spaces (claustrophobia), heights (acrophobia), thunderstorms (astraphobia) and water (aquaphobia). You will go to great lengths to avoid what you are afraid of. If it cannot be avoided, you will suffer a -2 to -5 modifier to all rolls, depending on the degree of exposure.
One or more of your senses doesn't work the way they're supposed to. This mainly means Sight, Hearing or Smell/Taste.
Whether you were born that way or were injured, people tend to dislike you because of how you look, at least initially. This means you get heavy penalties to any seduction-attempts (along the lines of -5, depending on the situation, lighting, and how desperate the person you're trying to seduce is…).
You cannot speak in a way or a language that people in general understand, but your voice can still express a sense of urgency and some emotion.